maps/test/anthony/connected_objects

663 lines
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arch map
name gate_tests
width 12
height 14
enter_x 12
enter_y 8
msg
Created: 1998-12-21 Anthony Thyssen (anthony@cit.gu.edu.au)
endmsg
end
arch sign_e
name Boulders
msg
Boulders of different types
to push around for testing.
1/ Normal Boulder
2/ Treasure Boulder
3/ Large treasure Boulder
4/ Rock
5/ Barrel
endmsg
x 1
y 1
end
arch sign_e
name Gates
msg
Gates...
* Comes in a huge variety
* Has a definate on and off state
* Objects on top of a closing gate will
roll off if a free space is available.
Boulders is one of the few objects
which can NOT coexist with itself.
* Needs quite a long period to change
state, and takes even longer if more
than two objects needs to be rolled
off.
endmsg
x 1
y 6
end
arch sign_e
name Trapdoors & Teleports
msg
Trapdoors & Teleports...
The first two `pits' are connectable.
ALL the rest activate when a player
walks on then. Except the one with
`brick work'. This trapdoor is weight
activated. EG: a player can walk on it
but a boulder can not!
(See special_objects for more)
endmsg
x 1
y 9
end
arch sign_e
name Magic Mouths
msg
Magic Mouths...
These handle/trigger/button are each
connected to a separate magic mouth to
check how `connected mouths' work.
Particularly to try and avoid having
the mouth repeat itself.
--
Results...
* The mouth is triggered whenever
1/ Player steps on magic mouth
2/ On any connected event weather
that is a on, off or a trigger
3/ A player `applys' a button!
4/ A player walks on any button
weather or not the button itself
activates! This includes plate
buttons!
* Result 2 means a button in a cascade
will always trigger a mouth at least
twice! Once when `token' rolls on
and again when it rolls off. It will
remain so unless we can get a
``trigger button'' (or alturnative).
* A mouth can be heard ANYWHERE on the
map when triggered (via connection?)
Great! No radius limits?
endmsg
x 1
y 11
end
arch boulder
x 2
y 1
end
arch button_handle
x 2
y 4
connected 1
end
arch spikes_open
x 2
y 5
speed 0.500000
value 1
connected 1
end
arch spikes_closed
x 2
y 6
speed 0.500000
connected 1
end
arch spikes_moving
x 2
y 7
speed 0.500000
speed_left -0.860000
connected 1
end
arch pit_open
x 2
y 9
connected 1
end
arch button_handle
x 2
y 11
connected 10
end
arch trigger
x 2
y 12
connected 11
end
arch button_small
x 2
y 13
connected 12
end
arch t_boulder
x 3
y 1
connected 1
end
arch button_lever
x 3
y 4
connected 1
end
arch ggate_open
x 3
y 5
connected 1
end
arch ggate_closed
x 3
y 6
connected 1
end
arch gate_open_2
x 3
y 7
speed 0.500000
value 1
connected 1
end
arch pit_closed
x 3
y 9
connected 1
end
arch t_lboulder
x 4
y 1
end
arch sign
name Handles and Buttons
msg
Handles and Buttons...
* Devices have a definate on/off state
* When state is changed ALL connected
gates buttons and handles also change
state. (Though it may take some time)
* Note this means a button can be `on'
without any objects on top.
Button Specific...
* The trigger weight of buttons is
setable. EG: You could use it to sort
objects in a `cascade' for example.
* The trigger weight is also the button
actual weight! As such any EXTRA
buttons stacked underneath must
include the weight of all the buttons
above it before adding the desired
trigger weight. EG: button trigger
weight from top down: 1, 2, 4, 8, etc
* A button can be used to reset a handle
which started a `cascade', when a
object rolls on and then latter off
the button.
Pedistals..
* Activates on specific object placed
on it. Default is the player himself.
In this case the `test_key'
* Only seems to activate trigger gates!
endmsg
x 4
y 3
end
arch button_small
x 4
y 4
connected 1
end
arch grate_open_1
x 4
y 5
speed 0.500000
value 1
connected 1
end
arch grate_closed_2
x 4
y 6
speed 0.500000
connected 1
end
arch gate_closed_1
x 4
y 7
speed 0.500000
connected 1
end
arch trapdoor_4
x 4
y 9
connected 1
end
arch magic_mouth
msg
Handle Changed
endmsg
x 4
y 11
connected 10
end
arch magic_mouth
msg
You just triggered a bomb. Run!
endmsg
x 4
y 12
connected 11
end
arch magic_mouth
msg
Groan! You are heavy aren't you!
endmsg
x 4
y 13
connected 12
end
arch rock
x 5
y 1
end
arch button_plate
x 5
y 4
connected 1
end
arch igate_open_2
x 5
y 5
speed 0.500000
value 1
connected 1
end
arch igate_closed_1
x 5
y 6
speed 0.500000
connected 1
end
arch stwall_closed_1
x 5
y 7
connected 1
end
arch trapdoor_3
x 5
y 9
connected 1
end
arch barrel
x 6
y 1
end
arch pedestal
name pedestal (only effects trigger gates)
slaying test_key
x 6
y 4
connected 1
end
arch block_door_open
x 6
y 5
speed 0.500000
value 1
connected 1
end
arch block_door_closed
x 6
y 6
speed 0.500000
connected 1
end
arch stwall_open_1
x 6
y 7
connected 1
end
arch trapdoor_2
x 6
y 9
connected 1
end
arch sign_e
name Boulder Bounce
msg
Boulder Bounce...
This shows that if you have a button
under a boulder in say a cascade, and
the boulder can't `roll' then it will
bounce on and off the button.
--
We can see this in this case as a magic
mouth will ``mouth off'' everytime
boulder leaves and falls back onto the
button. This happens too quickly to
properly effect any other device, but
shows that it is present!
--
What it does mean is that if a trigger
gate is connected to that button with a
bouncing boulder, the `reset timer' will
constantally reset, and the gate will
never close.
--
Also, if we ever do get a `button
trigger' you can not use it in a
`up cascade' (see cascades) due to
this `boulder bounce'. In a Raffles
like down cascade however their should
be no problem.
endmsg
x 6
y 11
end
arch button_handle
x 6
y 12
connected 13
end
arch magic_mouth
msg
Bounce!
endmsg
x 6
y 13
connected 14
end
arch sign
name Triggers
msg
Triggers...
* Activate once and reset
* Inverts the state of ALL connected
gates/handles/buttons/etc...
* Can leave things in a odd state
* Only really useful for trigger gates
or `once only' gates (from an altar?)
* Trigger buttons do not exist, though
they could be useful. EG: turn on
then later in a cascade turn off.
* A pedistal trigger also exists.
--
Trigger pedistals here are set to work
with the `test_key'. But I can get it to
do anything.
endmsg
x 7
y 3
end
arch trigger
x 7
y 4
connected 1
end
arch gateTrg1
x 7
y 6
connected 1
end
arch igateTrg1
x 7
y 7
connected 1
end
arch trapdoor_1
x 7
y 9
connected 1
end
arch swall_2_2_2
x 7
y 11
end
arch swall_2_1_1
x 7
y 12
end
arch swall_2_2_1
x 7
y 13
end
arch gratedoor_1
x 8
connected 1
end
arch detector
name detector (what does it do)
slaying test_key
x 8
y 1
connected 1
end
arch pedestal_trigger
name pedestal trigger
slaying test_key
x 8
y 4
connected 1
end
arch gateTrg2
x 8
y 6
connected 1
end
arch igateTrg2
x 8
y 7
connected 1
end
arch teleporter
hp 8
sp 10
x 8
y 9
end
arch swall_2_1_2
x 8
y 11
end
arch button_small
x 8
y 12
connected 14
end
arch spikes_open
x 8
y 12
speed 0.500000
value 1
connected 13
end
arch boulder
x 8
y 12
end
arch swall_2_1_2
x 8
y 13
end
arch gratedoor_2
x 9
connected 1
end
arch creator
name creator (what does it do?)
other_arch goldcoin
x 9
y 1
connected 1
lifesave 1
end
arch sign_e
name Magic Ear
msg
Magic Ear...
Say anything, anything at all
This will send 1 trigger signal.
endmsg
x 9
y 2
end
arch sign_e
name Check Inv
msg
Check Inv..
To the left is a ``check_inv'' square
looking for the ``test_key'' lockcode.
It activates like a button without
player needing to drop tested object.
endmsg
x 9
y 3
end
arch sign_e
name Check Floor
msg
Check Floor..
To the left is a ``check_floor''
For some reason however the image says
``check inv'' however (in blue)!
It also looks for the ``test_key''.
It activates like a trigger, Once only
when player moves onto square.
endmsg
x 9
y 4
end
arch sign_e
name Altars
msg
Altars...
* Altars make dropped items disappear.
* They work only once, until map reset!
* Item type and amount can be set.
--
In order top down.
* Altar (1 food -- can't get to work)
* Trigger Altar (1 food)
* Gold Floor (1 gp)
endmsg
x 9
y 5
end
arch sign_w
name Trigger Gates
msg
Trigger Gates...
* On event (any event, including
handle/button off) will open the
gate and start (or restart) a timer.
* Gate automatically closes when no
futher signal is received after a
very long period of time.
* Can't seem to change the time the
gate takes to close.
endmsg
x 9
y 6
end
arch swall_2_2_3
x 9
y 11
end
arch swall_2_1_1
x 9
y 12
end
arch swall_2_2_4
x 9
y 13
end
arch sign_w
name Grate Door
msg
Grate Doors..
I can't figure out if these open!
Do they do anything? I can't tell!
endmsg
x 10
end
arch sign_w
name Unknown Devices
msg
Unknown Devices...
To the left are
* Detector
* Creator
But I do not know what they do.
endmsg
x 10
y 1
end
arch magic_ear
msg
@match *
I hear you, I hear you!
endmsg
x 10
y 2
connected 1
end
arch check_inv
slaying test_key
x 10
y 3
connected 1
end
arch check_floor
slaying test_key
x 10
y 4
connected 1
end
arch altar
food 1
x 10
y 5
connected 1
end
arch altar_trigger
food 1
x 10
y 6
connected 1
end
arch goldfloor
name drop 1 gold piece (not working)
food 1
x 10
y 7
connected 1
end
arch food
x 10
y 8
nrof 5
end
arch goldcoin
x 10
y 9
nrof 5
end
arch key2
name Key of Testing
slaying test_key
x 10
y 10
end
arch magic_mouth
msg
A distant magic mouth says ``click''
endmsg
x 11
y 13
connected 1
end